mirror of
https://github.com/Relintai/voxelman.git
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70 lines
2.2 KiB
C++
70 lines
2.2 KiB
C++
/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "voxel_world_blocky.h"
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#include "voxel_chunk_blocky.h"
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#include "../../meshers/blocky/voxel_mesher_blocky.h"
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#include "../../meshers/blocky/voxel_mesher_liquid_blocky.h"
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#include "../jobs/voxel_light_job.h"
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#include "../jobs/voxel_prop_job.h"
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#include "../jobs/voxel_terrarin_job.h"
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Ref<VoxelChunk> VoxelWorldBlocky::_create_chunk(int x, int y, int z, Ref<VoxelChunk> chunk) {
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if (!chunk.is_valid()) {
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chunk = Ref<VoxelChunk>(memnew(VoxelChunkBlocky));
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}
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if (chunk->job_get_count() == 0) {
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Ref<VoxelTerrarinJob> tj;
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tj.instance();
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Ref<VoxelLightJob> lj;
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lj.instance();
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Ref<VoxelPropJob> pj;
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pj.instance();
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pj->set_prop_mesher(Ref<VoxelMesher>(memnew(VoxelMesherBlocky)));
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tj->add_mesher(Ref<VoxelMesher>(memnew(VoxelMesherBlocky())));
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tj->add_liquid_mesher(Ref<VoxelMesher>(memnew(VoxelMesherLiquidBlocky())));
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chunk->job_add(lj);
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chunk->job_add(tj);
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chunk->job_add(pj);
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}
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return VoxelWorld::_create_chunk(x, y, z, chunk);
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}
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VoxelWorldBlocky::VoxelWorldBlocky() {
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set_data_margin_start(1);
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set_data_margin_end(1);
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}
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VoxelWorldBlocky ::~VoxelWorldBlocky() {
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}
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void VoxelWorldBlocky::_bind_methods() {
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} |